Oculus vrchat avatars6/14/2023 However, a number of developers are also adopting Meta’s system-wide avatars and integrating support into their own experiences, meaning you can use that one avatar across many apps with support.įor this guide, we’ll focus on just the Meta avatars – how to setup and edit your avatar so that it is ready to use across your Quest. Apps made by third-party developers will sometimes use their own avatar system which you set up on a per-app basis inside that experience specifically - major examples of these include VRChat, Rec Room, Altspace, and Bigscreen. On Quest headsets, there’s a couple of different kind of avatars. Creators can sign up for access to the Go build here.Looking to make an avatar to use across your Quest in experiences like Horizon Venues, Horizon Worlds or Eleven Table Tennis? Here’s how to make a Quest avatar. Hopefully this Go testing process will allow plenty of worlds and avatars to be ready for Quest by the time of release. VRChat has no plans for a consumer client for Go and will be deprecating it when the platform launches on Quest. Go uses a slightly weaker processor than Quest, but similar enough that it can be used for this purpose. To allow creators to test their content in time for Quest release, VRChat has developed a temporary Oculus Go client. It’s highly recommended to use atlas textures, combine meshes, use lower resolution textures, limit transparency FX, and use mobile versions of shaders. Here are the recommended numbers for Quest versions of avatars:ĭynamic bone, cloth, lights, and audio sources are not supported at all on Quest. Lighting should be baked, static, and dynamic batching should be used, and mobile versions of shaders. It’s highly recommended not to use real-time shadows, lots of particles, or lots of physics objects. Here are the recommended numbers for Quest versions of worlds:Ĭustom shaders and post processing are not supported at all on Quest. While the following values are technically not required, VRChat states that “if your content goes over these numbers, they may not show in the application at all.” World Requirements It’s possible to make Quest-only worlds and avatars, but we can’t see a reason why anyone would do this. However geometry, lighting, textures, materials, audio sources, and particles can and must be different. Interactions, triggers, colliders and physics settings must be the same on both versions. These requirements shouldn’t affect PC players, as they will still see the PC version of the content. Quest players will not be able to join PC-only worlds, and will not be able to see PC-only avatars. PC players and Quest players will see and hear eachother. The “versions” refer to the graphical assets served, they are not separate instances. If a world has a Quest version, Quest players will be able to join it and cross-play with PC users in the PC version. Content creators upload two versions of the same content, one for PC and another for Quest. We now know that worlds and avatars must have a Quest optimized version in order for Quest players to be able to join or use them. However no specific details were given at the time as to what content Quest players will be able to access. The platform was announced for Quest 2 weeks ago. It could be thought of as a preliminary metaverse. VRChat is a large scale social VR app with lots of user-created and uploaded custom content. VRChat today released the requirements for Oculus Quest compatible worlds and avatars.
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